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Dragon Powder Marksmen [3.5 Prestige Class PEACH]

Dragon Powder Marksmen
"The clap of thunder and the smell of fire and brimestone--those are the things the dragon powder marksman knows best; some call them crazy to use such weapons--others simply die." Sneaky criminals, carefree show-offs, and vengeful vigilantes describe the most common attitudes of dragon powder marksmen. Firearms are a rare gnomish invention and are hard to maintain, find, and operate, so one should not expect to find them everywhere. Marksmen tend to inadvertently inspire others to become marksmen, although they remain relatively small in number due to the risks involved, and the tendency of two marksmen dueling upon meeting. Marksmen attempt to panic and cause chaos amongst their enemies, spreading the pain and scattering large groups. Most marksmen are rogues or fighters, the former choosing the class to perform powerful ranged sneak attacks often ending fight before the truly begin while the latter become marksmen to mow down close to mid range enemies with weapons like the blunderbuss. Wizards, most likely multiclass, with skills in alchemy could enhance their weapons to be even more powerful. NPC marksmen, while not always evil, would rather fight than talk, your first gun may come their corpse.

Hit Die: d8.

RequirementsBase Attack Bonus: +4Alignment: Any nonlawful. The wanton destruction caused by these weapons rarely find a place amongst lawful people.Feats: Dodge, Quick Draw, Point Blank ShotSpecial: Must have witnessed a dragon powder weapon in action, and obtain one of his/her own.

Overcharged Shot (ex): You can increase the power of your shots by packing more dragon powder than is probably safe, this also makes shots less accurate.

On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls . This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a Blunderbuss, instead add twice the number subtracted from your attack rolls.

Close Combat Shot (ex): At 2nd level, a dragon powder marksmen may make ranged attacks in a threatened square without provoking an attack of opportunity.

Rapid Reload (ex): At 3rd level a dragon powder marksmen may reload a dragon powder weapon as a swift action rather than a standard action.

Penetrating Shot (ex): A 3rd level dragon powder marksmen may declare a penetrating shot, which on a successful hit damages all enemies in a 40ft. line. You can use this ability once per round.

Crack Shot (ex): At 5th level your shots are so precise you can knock weapons from even the tightest grip. You may make ranged disarm attempts as though you had the Improved Disarm feat.

Gunslinger (ex): When entering combat you draw your firearm with an impressive flourish striking fear into the hearts of your enemies. At 5th level a Dragon Powder Marksmen drawing his weapon may make an intimidate check against all onlooking enemies with a bonus for every 2 levels of dragon powder marksmen, all enemies who fail their checks are shaken(page 76 player's handbook) for 1d6 rounds.

Scorching Blast (ex): At 8th level a Dragon Powder Marksmen may make a Scorching Blast attack against an enemy up to 10 feet away, a Scorching Blast is a normal ranged firearm attack that adds 1d4 fire damage per two levels. Can be used once a day plus one per two levels.

Bloody End (ex): At 8th level your enemies tend to die in the most unpleasant ways around you, whenever you kill an enemy you may announce that it was a gruesome kill and all enemies able to see the death have to pass an intimidate
check or become panicked, you gain a +2 bonus if you used the gunslinger ability, +2 if you killed the enemy with a special shot, and +2 for every other enemy killed in this manner during the fight.

Boom Headshot! (ex): A tenth level Dragon Powder Marksmen is capable of severing the heads of those he shoots. Upon a roll of natural 20 with a pistol, musket or blunderbuss (followed by a successful roll to confirm the critical hit), the shot severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are blown off.

About the Class
Dragon powder is an alchemical substance that ignites and in proper measurements explodes with enough power to power gnomish inventions called firearms, powerful but inaccurate ranged weapons.

Those who witness such weapons are often drawn by its power, and seek to master them, becoming marksmen. Such individuals are often cocky to the extreme and their fighting exemplifies this, leading them to try more and more difficult shots.

Ammo: all fire arms use both dragon powder charges(costs 100g for 50 charges), and either bullets or buckshot (only blunderbuss).

Turret guns: Pistols and Muskets can be upgraded to turret guns, giving the weapons eight rotating barrels allowing the wielder to fire eight times before reloading, but making reloading a full round action (standard action with fast reload). The complicated mechanism costs 500g.

Sawed Off: Blunderbuss' become more powerful when the barrel is sawed in half (2d8), but at a reduced range of 20ft.

and

Double Barreled: A Blunderbuss with two barrels may be fired twice before reloading. The extra barrel adds 300 gp to the price

Re: Dragon Powder Marksmen [3.5 Prestige Class PEACH]

Its a little cluttered. Put spaces between seperate things, makes it easier to read. There is also no fluff, which is important. How do they come about, what do they do. Why can't they be lawful? You say they like destruction but its only ever mentioned there.

Re: Dragon Powder Marksmen [3.5 Prestige Class PEACH]

Put the class features in the order the table presents them. It's really annoying to read the table and have to scroll down past two abilities to find the first level class feature then go back for the third level class feature.

Re: Dragon Powder Marksmen [3.5 Prestige Class PEACH]

I think a PrC class that is so specialized in kind weapon should require the proficiency to gain the 1st level, maybe remove one of the feat requirements an add in exotic weapon prof: Pistol, Musket or Blunderbuss.

Re: Dragon Powder Marksmen [3.5 Prestige Class PEACH]

Originally Posted by Lord Vukodlak

I think a PrC class that is so specialized in kind weapon should require the proficiency to gain the 1st level, maybe remove one of the feat requirements an add in exotic weapon prof: Pistol, Musket or Blunderbuss.

Weapon and Armor Proficiency: a Dragon Powder Marksmen becomes proficient with Pistols, Muskets, and Blunderbuss's.
it's in there already

Originally Posted by Temotei221

Put the class features in the order the table presents them. It's really annoying to read the table and have to scroll down past two abilities to find the first level class feature then go back for the third level class feature.

Re: Dragon Powder Marksmen [3.5 Prestige Class PEACH]

I've reformatted the text to make it easier to read.

I've done a bit of editting and adjusted abilities, renaming "Piercing Shot" as "Ranged Cleave" and swapping it with Quick Reload so that the Dragon Powder Marksmen could, you know, actually use that ability.

Spoiler

Show

RequirementsBase Attack Bonus: +4Alignment: Any nonlawful. The wanton destruction caused by these weapons rarely find a place amongst lawful people.Feats: Dodge, Quick Draw, Point Blank ShotSpecial: Must have witnessed a dragon powder weapon in action, and obtain one of his/her own.

Overcharged Shot (ex): You can increase the power of your shots by packing more dragon powder than is probably safe, this also makes shots less accurate.

On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls . This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a Blunderbuss, instead add twice the number subtracted from your attack rolls.

Close Combat Shot (ex): At 2nd level, a Dragon Powder Marksmen may make ranged attacks in a threatened square without provoking an attack of opportunity.

Rapid Reload (ex): At 3rd level a Dragon Powder Marksmen may reload a dragon powder weapon as a swift action rather than a standard action.

Ranged Cleave (ex): When a 3rd level Dragon Powder Marksmen deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), he gets an immediate, extra ranged attack against another creature adjacent to the first. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Crack Shot (ex): At 5th level your shots are so precise you can knock weapons from even the tightest grip. You may make ranged disarm attempts as though you had the Improved Disarm feat.

Gunslinger (ex): When entering combat you draw your firearm with an impressive flourish striking fear into the hearts of your enemies. At 5th level a Dragon Powder Marksmen drawing his weapon may make an intimidate check against all onlooking enemies with a bonus for every 2 levels of Dragon Powder Marksmen, all enemies who fail their checks are shaken(page 76 player's handbook) for 1d6 rounds.

Scorching Blast (ex): At 8th level a Dragon Powder Marksmen may make a Scorching Blast attack against an enemy up to 10 feet away, a Scorching Blast is a normal ranged firearm attack that adds 1d4 fire damage per two levels. Can be used once a day plus one per two levels.

Boom Headshot! (ex): At level 10, once per day, while using a firearm a Dragon Powder Marksmen may attempt to decapitate an enemy with a single shot. Only decapitates on a critical hit.

About the Class
Dragon powder is an alchemical substance that ignites and in proper measurements explodes with enough power to power gnomish inventions called firearms, powerful but inaccurate ranged weapons.

Those who witness such weapons are often drawn by its power, and seek to master them becoming marksmen. Such individuals are often cocky to the extreme and their fighting exemplifies this, leading them to try more and more difficult shots.

Ammo: all fire arms use both dragon powder charges(costs 100g for 50 charges), and either bullets or buckshot (only blunderbuss).

Turret guns: Pistols and Muskets can be upgraded to turret guns, giving the weapons eight rotating barrels allowing the wielder to fire eight times before reloading, but making reloading a full round action (standard action with fast reload). The complicated mechanism costs 500g.

Sawed Off: Blunderbuss' become more powerful when the barrel is sawed in half (2d8), but at a reduced range of 20ft.

Note: you need to tighten up your grammar, and you're missing class skills.

Last edited by Obrysii; 2010-03-26 at 08:43 AM.

Pointing out hypocrisy is not disrespect.

RIP Tasha, April 1986 to November 25th, 2008. 22 years and 7 months of being the best kitty ever. You will be missed forever.

RIP Finney Jr., June 1998 to March 18, 2011. Nearly 13 years of being the best goldfish ever. You, as with Tasha, will be missed forever.

Re: Dragon Powder Marksmen [3.5 Prestige Class PEACH]

Also agreeing that Proficiency should be required, not granted.

More fluff will be nice.

The capstone ability is worthless. I suggest making it like the "vorpal" ability, like this:

Boom headshot!
A tenth level Dragon Powder Marksmen is capeable of severing the heads of those he shoots. Upon a roll of natural 20 with a pistol, musket or blunderbuss (followed by a successful roll to confirm the critical hit), the shot severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are blown off.